Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Governance
Canute VII  [developer] Jun 21, 2022 @ 2:18pm
Detailed List of Features
A more detailed list of what this mod brings to the table.
  • adds two meters that represent your nations governance style and capacity: authority and community. Both act as a resource and will be drained by your Slave-Worker-Ratio (authority) and your Used-Governing-Capacity (community), which is calculated as the ratio of non-native city population to total population.
  • both authority and community can be increased by building special city upgrades (e.g. temples, courthouses, see full list in discussion thread) or by researching special skills in the society skill tree
  • in order to ease early game your king gives +1 local authority if he governs the capital city
  • Authority + Community both range from +100 to -100 and together will be added to give a decadence scale (also from +100 to -100). Negative decadence is virtue and will be rewarded, positive decadence will be penalized.
  • Virtue gives increased resource production of up to +5% (quadratic scale, so a small amount of virtue will suffice to get some positive effect), decadence gives decreased resource production of up to -20% (linear scale, i.e. negative effects wil materialize more slowly).
  • authority and community, respectively, will also have effects on their own in form of events. Events may give a free sheep herd brigade, a free volunteer brigade (if positive authority/community) or a hit to city faction assimilation, city recruits (if negative).
  • adds a society skill tree: skill research has a special twist in that researching such a skill (= reform) will significantly increase unrest (i.e. decrease faction morale) for some time, but will also significantly increase skill research, so that the skill point spent will be partially refunded. Some skills will decrease the unrest from reforms and increase their length, or increase the skill research bonus during reforms.
  • the reform severity (society skill tree) depends on game difficulty: (1) "novice" wil get -100% faction morale, (2) "normal" will get -150% faction morale and (3) "expert" will get -200% faction moral for the time of reform. The reform length depends on a random value between 5 and 30 days + the number of the players native cities without courthouse upgrade + other modifiers from the society skill tree.
  • each faction will be given a starting skill set from the society tree which represents their government form in ~500 BC (determined per faction group, feedback for individual faction is welcome)
  • Based on the adopted society skills there may be increased resistance to assimilation if these do not mesh well between native and captor factions
  • adds a "crossroad of cultures" bonus to your faction, which gives increased skill research based on the fraction of non-native cities
  • slave uprisings may happen if you rely too heavily on slavery and your faction beomes decadent
  • adds a "inflation" malus which reacts dynamically to the player's ratio of net gold production to net food/wood production, i.e. inflation may increase or decrease over time. Note: for simplification I rely on the quantity theory of inflation which postulates that if there is more gold in the economy than physical goods, the value of gold will decrease
  • adds wood consumption for cities (one wood per pop)
  • adds a "rural settlement" upgrade to forts in the wall slot, which is requisite for building a "workshop" upgrade in the main slot and thus get a bit food out of camps with less maintenance cost
  • if you raze a city then you might enslave part of its population (i.e. you get a slave brigade); the more hostile relations between your faction and the city's faction are, the more likely. When razing a city to the ground, there is a 2/3 chance get hold of part of the faction's treasury. On the flipside, razing will increase hostility with all factions of that city's faction group.
  • to see your current levels of authority, community and decandence you can hover the mouse over your capital city. To get a more detailed numeric breakdown move your king general into one of your cities - this will bring up an event window with the details.
  • adds three quests unlocked by skills to obtain a special general/governor. Also adds a quest to let you earn a hegemony point by adopting all 15 reforms in the society skill tree!
  • adds "policies" linked to certain society skills, that let players customize their faction and remove some micro management.
Last edited by Canute VII; Oct 8, 2022 @ 2:52pm